I am on GOG, so it will be a while before I have access to any of the skill tree changes. I understand why the DEVs would like to keep the sticky thread focused on play experience so I wanted to start a new thread for speculation.
My reactions after having slept on the news:
1) I like the changes, and am excited to play with them, and expect that they will significant change the feel of the game (and make the game slightly more difficult overall).
2) I have used bulwark a lot (for the reasons described here:
http://forum.paradoxplaza.com/forum...st-from-hbs_kiva.1111427/page-9#post-24508541 ) but the discussion on this board about bulwark vs EM has gotten me to experiment more with using evasive pilots. It's been interesting to try a different style (and good prep for these proposed changes) but it has felt both riskier (in that the consequences of a bad decisions are worse) and like it involves more churn (since I'm moving the mech every turn even if I'm happy where it is currently). In many ways that's more like the TT experience, in which lights and mediums would move every turn, but that's one aspect of the game which is less fun translated from TT to the computer (in part because there's no opponent to react to the moves).
3) I generally build my mechs with at least some long-range firepower (at least a LL or LRM-15), but these new changes would make me plan on using more dedicated short-range mechs.
4) I _think_ that the changes will make the resolve skills more important (vigilance becomes more important because there are fewer ways to gain guarded; precision strike becomes more important because with less defensive abilities available offense is more valuable and precision strike leverages offensive ability). I'll have to see how it works in practice, but in theory I'm not sure how I feel about that. I don't like making consumable abilities a key part of my strategy, and I recognize that I currently use resolve less than I should, and learning to better use those abilities will improve my skill but goes against my intuitions.
5) The thing I am most excited about with the new Bulwark ability is being able to retreat a mech -- jumping backwards and bracing -- more effectively. That will make for more interesting choices about terrain, and is a good reason to want Bulwark on most pilots (when on a biome with forests; I'll have to see how useful bulwark feels on biomes without forests).
6) The change in Bulwark makes me think again about the ways in which range is handled differently in this game than in TT. In TT it was often reasonable to park a fire-support mech in a woods hex for a couple of turns and what protected it was the fact that most opponents were in medium or long range of their weapons (and it became time to move when opponents were within distance of short range). In that regard, even though bulwark didn't exist in TT, it allowed for tactics which were available in TT.
But, I've ultimately come around to the fact that the computer game empowers offense more than TT, because it would be tedious to play if the to-hit chances were as low as they are in TT.
7) The skill revisions will encourage me to pay more attention to what skills the OpFor has and that's part of why I think it will make the game more difficult, but also a good change.